DarkflameServer/dGame/dComponents/MovingPlatformComponent.cpp
David Markowitz 42de987e25 Keep updating
2023-08-04 00:54:48 -07:00

553 lines
18 KiB
C++

/*
* Darkflame Universe
* Copyright 2019
*/
#include "MovingPlatformComponent.h"
#include "BitStream.h"
#include "GeneralUtils.h"
#include "dZoneManager.h"
#include "EntityManager.h"
#include "dLogger.h"
#include "GameMessages.h"
#include "CppScripts.h"
#include "SimplePhysicsComponent.h"
#include "CDClientManager.h"
#include "CDMovingPlatformComponentTable.h"
#include "Zone.h"
//------------- PlatformSubComponent begin --------------
PlatformSubComponent::PlatformSubComponent(MovingPlatformComponent* parentComponent) {
m_Position = NiPoint3::ZERO;
m_ParentComponent = parentComponent;
m_State = eMovementPlatformState::Stopped | eMovementPlatformState::ReachedDesiredWaypoint;
m_DesiredWaypointIndex = 0;
m_InReverse = false;
m_ShouldStopAtDesiredWaypoint = false;
m_PercentUntilNextWaypoint = 0.0f;
m_CurrentWaypointIndex = 0;
m_NextWaypointIndex = 0;
m_IdleTimeElapsed = 0.0f;
}
void PlatformSubComponent::Update(float deltaTime) {
if (m_State == 0) return;
if (m_State & eMovementPlatformState::Travelling) {
m_MoveTimeElapsed += deltaTime;
// Only need to recalculate the linear velocity if the speed is changing between waypoints
// Unfortunately for the poor client, they chose to, instead of change the speed once at the start of the waypoint,
// the speed is changed over the course of the waypoint. This means we have to recalculate the linear velocity every frame.
// yay.
if (GetCurrentWaypoint().movingPlatform.speed != GetNextWaypoint().movingPlatform.speed) {
UpdateLinearVelocity();
}
m_Position += m_LinearVelocity * deltaTime;
}
}
void PlatformSubComponent::UpdateLinearVelocity() {
m_LinearVelocity = CalculateLinearVelocity();
}
void PlatformSubComponent::AdvanceToNextWaypoint() {
uint32_t numWaypoints = m_Path->pathWaypoints.size();
m_CurrentWaypointIndex = m_NextWaypointIndex;
uint32_t nextWaypointIndex = m_CurrentWaypointIndex + 1;
if (numWaypoints <= nextWaypointIndex) {
PathBehavior behavior = m_Path->pathBehavior;
if (behavior == PathBehavior::Once) {
nextWaypointIndex = m_Path->pathWaypoints.size() - 1;
} else if (behavior == PathBehavior::Bounce) {
nextWaypointIndex = m_Path->pathWaypoints.size() - 2;
m_InReverse = true;
} else {
m_NextWaypointIndex = 0;
}
}
m_NextWaypointIndex = nextWaypointIndex;
UpdateLinearVelocity();
}
void PlatformSubComponent::AdvanceToNextReverseWaypoint() {
uint32_t numWaypoints = m_Path->pathWaypoints.size();
m_CurrentWaypointIndex = m_NextWaypointIndex;
int32_t nextWaypointIndex = m_CurrentWaypointIndex - 1;
if (nextWaypointIndex < 0) {
PathBehavior behavior = m_Path->pathBehavior;
if (behavior == PathBehavior::Once) {
nextWaypointIndex = 0;
} else if (behavior == PathBehavior::Bounce) {
nextWaypointIndex = 1;
m_InReverse = false;
} else {
nextWaypointIndex = m_Path->pathWaypoints.size() - 1;
}
}
m_NextWaypointIndex = nextWaypointIndex;
UpdateLinearVelocity();
}
void PlatformSubComponent::SetupPath(const std::string& pathName, uint32_t startingWaypointIndex, bool startsInReverse) {
m_Path = Game::zoneManager->GetZone()->GetPath(pathName);
if (!m_Path) {
Game::logger->Log("MovingPlatformComponent", "Failed to find path (%s)", pathName.c_str());
return;
}
m_InReverse = startsInReverse;
m_CurrentWaypointIndex = startingWaypointIndex;
m_TimeBasedMovement = m_Path->movingPlatform.timeBasedMovement;
}
const PathWaypoint PlatformSubComponent::GetNextWaypoint() const {
DluAssert(m_Path != nullptr);
if (m_NextWaypointIndex >= m_Path->pathWaypoints.size()) return PathWaypoint();
return m_Path->pathWaypoints.at(m_NextWaypointIndex);
}
const PathWaypoint PlatformSubComponent::GetCurrentWaypoint() const {
DluAssert(m_Path != nullptr);
if (m_CurrentWaypointIndex >= m_Path->pathWaypoints.size()) return PathWaypoint();
return m_Path->pathWaypoints.at(m_CurrentWaypointIndex);
}
float PlatformSubComponent::CalculateSpeed() const {
float speed;
if (m_TimeBasedMovement) {
float unitizedDirection = 1.0f / (GetNextWaypoint().position - GetCurrentWaypoint().position).Length();
speed = unitizedDirection / GetCurrentWaypoint().movingPlatform.speed;
} else {
speed = (GetNextWaypoint().movingPlatform.speed - GetCurrentWaypoint().movingPlatform.speed) * m_PercentUntilNextWaypoint + GetCurrentWaypoint().movingPlatform.speed;
}
return speed;
}
NiPoint3 PlatformSubComponent::CalculateLinearVelocity() {
return (GetNextWaypoint().position - GetCurrentWaypoint().position).Unitize() * CalculateSpeed();
}
void PlatformSubComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
outBitStream->Write(bIsInitialUpdate || m_IsDirty);
if (!(bIsInitialUpdate || m_IsDirty)) return;
outBitStream->Write(m_State);
outBitStream->Write(m_DesiredWaypointIndex);
outBitStream->Write(m_ShouldStopAtDesiredWaypoint);
outBitStream->Write(m_InReverse);
outBitStream->Write(m_PercentUntilNextWaypoint);
outBitStream->Write(m_Position.x);
outBitStream->Write(m_Position.y);
outBitStream->Write(m_Position.z);
outBitStream->Write(m_CurrentWaypointIndex);
outBitStream->Write(m_NextWaypointIndex);
outBitStream->Write(m_IdleTimeElapsed);
outBitStream->Write(m_MoveTimeElapsed);
if (!bIsInitialUpdate) m_IsDirty = false;
}
void PlatformSubComponent::StartPathing() {
m_State |= eMovementPlatformState::Travelling;
m_State &= ~eMovementPlatformState::Stopped;
m_State &= ~eMovementPlatformState::Waiting;
}
void PlatformSubComponent::ResumePathing() {
if (m_State & eMovementPlatformState::Stopped && (m_State & eMovementPlatformState::ReachedDesiredWaypoint) == 0) {
StartPathing();
}
if (m_State & eMovementPlatformState::Travelling == 0) {
m_State |= eMovementPlatformState::Waiting;
m_State &= ~eMovementPlatformState::Stopped;
m_State &= ~eMovementPlatformState::Travelling;
} else {
m_State &= eMovementPlatformState::Waiting;
m_State &= eMovementPlatformState::Travelling;
m_State &= eMovementPlatformState::Stopped;
// Set the velocities
}
}
void PlatformSubComponent::StopPathing() {
m_State |= eMovementPlatformState::Stopped;
m_State &= ~eMovementPlatformState::Travelling;
m_State &= ~eMovementPlatformState::Waiting;
m_LinearVelocity = NiPoint3::ZERO;
m_AngularVelocity = NiPoint3::ZERO;
}
//------------- PlatformSubComponent end --------------
//------------- MoverPlatformSubComponent begin --------------
MoverPlatformSubComponent::MoverPlatformSubComponent(MovingPlatformComponent* parentComponent) : PlatformSubComponent(parentComponent) {
}
//------------- MoverPlatformSubComponent end --------------
//------------- RotatorPlatformSubComponent begin --------------
RotatorPlatformSubComponent::RotatorPlatformSubComponent(MovingPlatformComponent* parentComponent) : PlatformSubComponent(parentComponent) {
}
//------------- RotatorPlatformSubComponent end --------------
//------------- SimpleMoverPlatformSubComponent begin --------------
void SimpleMoverPlatformSubComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
outBitStream->Write(bIsInitialUpdate || m_DirtyStartingPoint);
if (bIsInitialUpdate || m_DirtyStartingPoint) {
outBitStream->Write(m_HasStartingPoint);
if (m_HasStartingPoint) {
outBitStream->Write(m_StartingPoint.x);
outBitStream->Write(m_StartingPoint.y);
outBitStream->Write(m_StartingPoint.z);
outBitStream->Write(m_StartingRotation.w);
outBitStream->Write(m_StartingRotation.x);
outBitStream->Write(m_StartingRotation.y);
outBitStream->Write(m_StartingRotation.z);
}
if (!bIsInitialUpdate) m_DirtyStartingPoint = false;
}
outBitStream->Write(bIsInitialUpdate || m_IsDirty);
if (bIsInitialUpdate || m_IsDirty) {
outBitStream->Write(m_State);
outBitStream->Write(m_CurrentWaypointIndex);
outBitStream->Write(m_InReverse);
if (!bIsInitialUpdate) m_IsDirty = false;
}
}
void SimpleMoverPlatformSubComponent::LoadConfigData() {
if (m_ParentComponent->GetParent()->GetVar<bool>(u"dbonly")) return;
NiPoint3 platformMove(
m_ParentComponent->GetParent()->GetVar<float>(u"platformMoveX"),
m_ParentComponent->GetParent()->GetVar<float>(u"platformMoveY"),
m_ParentComponent->GetParent()->GetVar<float>(u"platformMoveZ")
);
m_PlatformMove = platformMove;
m_MoveTime = m_ParentComponent->GetParent()->GetVar<float>(u"platformMoveTime");
m_StartAtEnd = m_ParentComponent->GetParent()->GetVar<bool>(u"platformStartAtEnd");
}
void SimpleMoverPlatformSubComponent::LoadDataFromTemplate() {
if (!m_ParentComponent->GetParent()->GetVar<bool>(u"dbonly")) return;
auto* movingPlatformTable = CDClientManager::Instance().GetTable<CDMovingPlatformComponentTable>();
if (movingPlatformTable == nullptr) return;
const auto& platformEntry = movingPlatformTable->GetPlatformEntry(m_ParentComponent->GetComponentId());
if (!platformEntry || !platformEntry->platformIsSimpleMover) return;
NiPoint3 platformMove = platformEntry->platformMove;
float moveTime = platformEntry->moveTime;
m_PlatformMove = platformMove;
m_MoveTime = moveTime;
}
SimpleMoverPlatformSubComponent::SimpleMoverPlatformSubComponent(MovingPlatformComponent* parentComponent, const NiPoint3& platformMove, const bool startsInReverse) : PlatformSubComponent(parentComponent) {
m_PlatformMove = platformMove;
m_InReverse = startsInReverse;
m_HasStartingPoint = true;
m_DirtyStartingPoint = true;
m_IsDirty = true;
m_StartingPoint = m_ParentComponent->GetParent()->GetPosition();
m_StartingRotation = m_ParentComponent->GetParent()->GetRotation();
}
//------------- SimpleMoverPlatformSubComponent end --------------
//------------- MovingPlatformComponent begin --------------
MovingPlatformComponent::MovingPlatformComponent(Entity* parent, const std::string& pathName) : Component(parent) {
}
void MovingPlatformComponent::LoadDataFromTemplate() {
std::for_each(m_Platforms.begin(), m_Platforms.end(), [](const std::unique_ptr<PlatformSubComponent>& platform) { platform->LoadDataFromTemplate(); });
}
void MovingPlatformComponent::LoadConfigData() {
if (m_Parent->GetVar<bool>(u"platformIsSimpleMover")) {
AddMovingPlatform<SimpleMoverPlatformSubComponent>(NiPoint3::ZERO, false);
}
if (m_Parent->GetVar<bool>(u"platformIsMover")) {
AddMovingPlatform<MoverPlatformSubComponent>();
}
if (m_Parent->GetVar<bool>(u"platformIsRotater")) {
AddMovingPlatform<RotatorPlatformSubComponent>();
}
m_StartingWaypointIndex = m_Parent->GetVar<uint32_t>(u"attached_path_start");
m_StartsIsInReverse = false;
m_DirtyPathInfo = true;
}
void MovingPlatformComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
// For some reason we need to write this here instead of later on.
outBitStream->Write(!m_Platforms.empty());
outBitStream->Write(bIsInitialUpdate || m_DirtyPathInfo);
if (bIsInitialUpdate || m_DirtyPathInfo) {
outBitStream->Write(!m_PathName.empty());
if (!m_PathName.empty()) {
outBitStream->Write(static_cast<uint16_t>(m_PathName.size()));
for (const auto& c : m_PathName) {
outBitStream->Write(static_cast<uint16_t>(c));
}
outBitStream->Write(m_StartingWaypointIndex);
outBitStream->Write(m_StartsIsInReverse);
}
if (!bIsInitialUpdate) m_DirtyPathInfo = false;
}
if (m_Platforms.empty()) return;
for (const auto& platform : m_Platforms) {
outBitStream->Write1(); // Has platform to write
outBitStream->Write(platform->GetPlatformType());
platform->Serialize(outBitStream, bIsInitialUpdate);
}
outBitStream->Write0(); // No more platforms to write
}
void MovingPlatformComponent::OnRebuildInitilized() {
StopPathing();
}
void MovingPlatformComponent::OnCompleteRebuild() {
if (m_NoAutoStart) return;
StartPathing();
}
void MovingPlatformComponent::SetMovementState(eMovementPlatformState value) {
// auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
// subComponent->mState = value;
// Game::entityManager->SerializeEntity(m_Parent);
}
void MovingPlatformComponent::GotoWaypoint(uint32_t index, bool stopAtWaypoint) {
// auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
// subComponent->mDesiredWaypointIndex = index;
// subComponent->mNextWaypointIndex = index;
// subComponent->mShouldStopAtDesiredWaypoint = stopAtWaypoint;
// StartPathing();
}
void MovingPlatformComponent::StartPathing() {
std::for_each(m_Platforms.begin(), m_Platforms.end(), [](const std::unique_ptr<PlatformSubComponent>& platform) {
platform->StartPathing();
});
// state == Travelling
// //GameMessages::SendStartPathing(m_Parent);
// m_PathingStopped = false;
// auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
// subComponent->mShouldStopAtDesiredWaypoint = true;
// subComponent->mState = eMovementPlatformState::Stationary;
// NiPoint3 targetPosition;
// if (m_Path != nullptr) {
// const auto& currentWaypoint = m_Path->pathWaypoints[subComponent->mCurrentWaypointIndex];
// const auto& nextWaypoint = m_Path->pathWaypoints[subComponent->mNextWaypointIndex];
// subComponent->mPosition = currentWaypoint.position;
// subComponent->mSpeed = currentWaypoint.movingPlatform.speed;
// subComponent->mWaitTime = currentWaypoint.movingPlatform.wait;
// targetPosition = nextWaypoint.position;
// } else {
// subComponent->mPosition = m_Parent->GetPosition();
// subComponent->mSpeed = 1.0f;
// subComponent->mWaitTime = 2.0f;
// targetPosition = m_Parent->GetPosition() + NiPoint3(0.0f, 10.0f, 0.0f);
// }
// m_Parent->AddCallbackTimer(subComponent->mWaitTime, [this] {
// SetMovementState(eMovementPlatformState::Moving);
// });
// const auto travelTime = Vector3::Distance(targetPosition, subComponent->mPosition) / subComponent->mSpeed + 1.5f;
// const auto travelNext = subComponent->mWaitTime + travelTime;
// m_Parent->AddCallbackTimer(travelTime, [subComponent, this] {
// for (CppScripts::Script* script : CppScripts::GetEntityScripts(m_Parent)) {
// script->OnWaypointReached(m_Parent, subComponent->mNextWaypointIndex);
// }
// });
// m_Parent->AddCallbackTimer(travelNext, [this] {
// ContinuePathing();
// });
// //GameMessages::SendPlatformResync(m_Parent, UNASSIGNED_SYSTEM_ADDRESS);
// Game::entityManager->SerializeEntity(m_Parent);
}
void MovingPlatformComponent::ContinuePathing() {
// state == Travelling
// auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
// subComponent->mState = eMovementPlatformState::Stationary;
// subComponent->mCurrentWaypointIndex = subComponent->mNextWaypointIndex;
// NiPoint3 targetPosition;
// uint32_t pathSize;
// PathBehavior behavior;
// if (m_Path != nullptr) {
// const auto& currentWaypoint = m_Path->pathWaypoints[subComponent->mCurrentWaypointIndex];
// const auto& nextWaypoint = m_Path->pathWaypoints[subComponent->mNextWaypointIndex];
// subComponent->mPosition = currentWaypoint.position;
// subComponent->mSpeed = currentWaypoint.movingPlatform.speed;
// subComponent->mWaitTime = currentWaypoint.movingPlatform.wait; // + 2;
// pathSize = m_Path->pathWaypoints.size() - 1;
// behavior = static_cast<PathBehavior>(m_Path->pathBehavior);
// targetPosition = nextWaypoint.position;
// } else {
// subComponent->mPosition = m_Parent->GetPosition();
// subComponent->mSpeed = 1.0f;
// subComponent->mWaitTime = 2.0f;
// targetPosition = m_Parent->GetPosition() + NiPoint3(0.0f, 10.0f, 0.0f);
// pathSize = 1;
// behavior = PathBehavior::Loop;
// }
// if (m_Parent->GetLOT() == 9483) {
// behavior = PathBehavior::Bounce;
// } else {
// return;
// }
// if (subComponent->mCurrentWaypointIndex >= pathSize) {
// subComponent->mCurrentWaypointIndex = pathSize;
// switch (behavior) {
// case PathBehavior::Once:
// Game::entityManager->SerializeEntity(m_Parent);
// return;
// case PathBehavior::Bounce:
// subComponent->mInReverse = true;
// break;
// case PathBehavior::Loop:
// subComponent->mNextWaypointIndex = 0;
// break;
// default:
// break;
// }
// } else if (subComponent->mCurrentWaypointIndex == 0) {
// subComponent->mInReverse = false;
// }
// if (subComponent->mInReverse) {
// subComponent->mNextWaypointIndex = subComponent->mCurrentWaypointIndex - 1;
// } else {
// subComponent->mNextWaypointIndex = subComponent->mCurrentWaypointIndex + 1;
// }
// /*
// subComponent->mNextWaypointIndex = 0;
// subComponent->mCurrentWaypointIndex = 1;
// */
// //GameMessages::SendPlatformResync(m_Parent, UNASSIGNED_SYSTEM_ADDRESS);
// if (subComponent->mCurrentWaypointIndex == subComponent->mDesiredWaypointIndex) {
// // TODO: Send event?
// StopPathing();
// return;
// }
// m_Parent->CancelCallbackTimers();
// m_Parent->AddCallbackTimer(subComponent->mWaitTime, [this] {
// SetMovementState(eMovementPlatformState::Moving);
// });
// auto travelTime = Vector3::Distance(targetPosition, subComponent->mPosition) / subComponent->mSpeed + 1.5;
// if (m_Parent->GetLOT() == 9483) {
// travelTime += 20;
// }
// const auto travelNext = subComponent->mWaitTime + travelTime;
// m_Parent->AddCallbackTimer(travelTime, [subComponent, this] {
// for (CppScripts::Script* script : CppScripts::GetEntityScripts(m_Parent)) {
// script->OnWaypointReached(m_Parent, subComponent->mNextWaypointIndex);
// }
// });
// m_Parent->AddCallbackTimer(travelNext, [this] {
// ContinuePathing();
// });
// Game::entityManager->SerializeEntity(m_Parent);
}
void MovingPlatformComponent::StopPathing() {
// state == Stopped
//m_Parent->CancelCallbackTimers();
// auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
// m_PathingStopped = true;
// subComponent->mState = eMovementPlatformState::Stopped;
// subComponent->mDesiredWaypointIndex = -1;
// subComponent->mShouldStopAtDesiredWaypoint = false;
// Game::entityManager->SerializeEntity(m_Parent);
//GameMessages::SendPlatformResync(m_Parent, UNASSIGNED_SYSTEM_ADDRESS);
}
bool MovingPlatformComponent::GetNoAutoStart() const {
return false;
// return m_NoAutoStart;
}
void MovingPlatformComponent::SetNoAutoStart(const bool value) {
// m_NoAutoStart = value;
}
void MovingPlatformComponent::WarpToWaypoint(size_t index) {
// const auto& waypoint = m_Path->pathWaypoints[index];
// m_Parent->SetPosition(waypoint.position);
// m_Parent->SetRotation(waypoint.rotation);
// Game::entityManager->SerializeEntity(m_Parent);
}
size_t MovingPlatformComponent::GetLastWaypointIndex() const {
return 0;
// return m_Path->pathWaypoints.size() - 1;
}
//------------- MovingPlatformComponent end --------------